Background Options For Your Campaign

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Originally Posted By: Eric McKeeth

Normal Background:

This background option is done by the rules presented in the CP2020 main rulebook. The GM reserves the right to make any modifications in this system at any time, up to and including during the generation of a character's background, as he sees fit.

Military Background:

This background option will be done by the rules in the Home of the Brave sourcebook. I may key some of it in eventually, but it is not a priority right now. The GM reserves the same rights as for the Normal Background option.

Education Background:

So, you want your punk to have had some education, eh? Well, that can be done... Each of the education options listed has a # of years, and a # of skill points. Having that option takes the listed # of years in your LifePath (these are rolled on a special education chart), and costs the listed # of points from your pickup skills. The GM reserves the same rights for this background option as for the Normal and Military options.

Education takes time, money, and a lot of effort on the part of the student. After all, if it was easy, every street punk would have a college degree. Each has a set of costs and may have pre-requisite programs.

If you fail an entrance exam, you can try again for that program next year, if you aren't in another program at that time. With the permission of the GM, you may try to test out of pre-requisites. If such a test is allowed, the difficulty of the test is decided by the GM. You may not attempt to test out any pre-requisite more than once.

Education Packages:

At any given time during your PC's LifePath, you may be enrolled in exactly one of these educational programs. Programs may not be repeated, and take a number of consecutive years equal to the number of years listed (this may be modified by other LifePath occurrences. This is described in detail in later sections.)

High School Programs Goto Top

This, or its equivalent, is still free for anyone who wants it in Europe, Japan, and most parts of North America. If you're anywhere else, it's at the GM's discretion.

Requirements:

  • Years 16 And 17 On Your Lifepath
  • 5 Pickup Skill Points.

Skills Obtained:

  • Education & Gen Knowledge (+1)
  • History (+1)
  • Mathematics (+1)
  • Choose One:
    • Biology (+1)
    • Geology (+1)
    • Physics (+1)
    • Basic Tech (+1)
       

General Education Programs Goto Top

You must pass 1 entrance exam for the general education program. Roll a D10 + INT + (1/2 LUCK) + Education & Gen Knowledge. You need a 15 for the 2 year program, or a 20 for the four year program.

Select Only One Program. NOT Cumulative With The Other Programs Of This Type

2 Year Program

Requirements:

  • 2 Years On Your Lifepath
  • 5 Pickup Skill Points.

Skills Obtained:

  • Education & Gen Knowledge (+2)
  • Teaching (+1)
  • History (+1)
  • Mathematics (+1)
  • Choose A Total Of +2:
    • Biology (+1)
    • Geology (+1)
    • Chemistry (+1)
    • Physics (+1)
    • Zoology (+1)
    • Language (+1)
    • Athletics (+1)
    • Oratory (+1)
       
4 Year Program

Requirements:

  • 4 Years On Your Lifepath
  • 10 Pickup Skill Points.

Skills Obtained:

  • Education & Gen Knowledge (+4)
  • Teaching (+1)
  • History (+2)
  • Mathematics (+2)
  • Choose A Total Of +5:
    • Biology (+1 or +2)
    • Chemistry (+1 or +2)
    • Physics (+1 or +2)
    • Geology (+1)
    • Zoology (+1)
    • Language (+1 or +2)
    • Athletics (+1)
    • Oratory (+1)
    • Programming (+1)
    • Library Search (+1)
    • Botany (+1)
    • Anthropology (+1)
    • Composition (+1)
    • Electronics (+1)
    • Basic Tech (+1)
 

VoTech Programs Goto Top

You must pass 1 entrance exam for the VoTech program. Roll a D10 + TECH + (1/2 LUCK) + Basic Tech. You need a 15 for the 2 year program, or a 20 for the 4 year program.

Select Only One Program. NOT Cumulative With The Other Programs Of This Type

2 Year Program

Requirements:

  • 2 Years On Your Lifepath
  • 5 Pickup Skill Points.

Skills Obtained:

  • Jury Rig (+2) If Not A Techie, Add +1 To Any Tech Skill In This Package Instead
  • Basic Tech (+2)
  • Choose A Total Of +3:
    • CyberTech (+1)
    • Cyberdeck Design (+1)
    • Electronics (+1)
    • Electronic Security (+1)
    • Weaponsmith (+1)
       

4 Year Program

Requirements:

  • 4 Years On Your Lifepath
  • 9 Pickup Skill Points.

Skills Obtained:

  • Jury Rig (+3) If Not A Techie, Add +1 To Each Of 2 Other Tech Skills In This Package
  • Basic Tech (+4)
  • Choose A Total Of +6:
    • Cybertech (+1 or +2)
    • Cyberdeck Design (+1 or +2)
    • Electronics (+1 or +2)
    • Electronic Security (+1)
    • Weaponsmith (+1 or +2)
    • Aero Tech (+1)
    • AV Tech (+1)
    • Gyro Tech (+1)
    • Programming (+1)
 

Medical School Programs Goto Top

You must pass 2 entrance exams for the medical program. For the first, roll a D10 + INT + (1/2 Luck) + Education & Gen Knowledge. You need an 18 for the 2 year program, a 21 for the 4 year program, and a 25 for the 6 year program. For the second entrance exam, roll a D10 + TECH + LUCK + (1/2 of Biology or any 1 medical skill). You need a 20 for all programs.

Select Only One Program. NOT Cumulative With The Other Programs Of This Type

2 Year Program

Requirements:

  • Pre-Requisite: A General Education Program
  • 2 Years On Your Lifepath
  • 5 Pickup Skill Points.

Skills Obtained:

  • Medical Tech (+2) (If not a medtechie, add an extra +1 to surgery instead)
  • Surgery (+1)
  • Pharmaceuticals (+1)
  • Education & Gen Knowledge (+1)
  • Diagnose Illness (+1)
  • Chemistry (+1) OR Biology (+1)
     

4 Year Program

Requirements:

  • Pre-Requisite: A General Education Program
  • 4 Years On Your Lifepath
  • 11 Pickup Skill Points.

Skills Obtained:

  • Medical Tech (+3) (If not a medtechie, add +1 to surgery, and +1 to Pharmaceuticals instead)
  • Surgery (+2)
  • Pharmaceuticals (+1)
  • Education & Gen Knowledge (+2)
  • Diagnose Illness (+2)
  • Chemistry AND Biology to total (+3)
  • Choose A Total Of +2:
    • Biotech (+1)
    • Cryotank Operation (+1)
    • First Aid (+2)
    • Zoology (+1)
    • Teaching (+1)
    • Expert: single specialty (Plastic Surgery, Geriatrics, Pediatrics, Cardiology, etc.) (+1)
       

6 Year Program

Requirements:

  • Only Available To The MedTech Role.
  • Pre-Requisite: A General Education Program.
  • 6 Years On Your Lifepath
  • 18 Pickup Skill Points.

Skills Obtained:

  • Medical Tech (+4)
  • Surgery (+3)
  • Pharmaceuticals (+2)
  • Education & Gen Knowledge (+2)
  • Diagnose Illness (+3)
  • Chemistry (+2)
  • Biology (+2)
  • Choose A Total Of +6:
    • Biotech (+1 or +2)
    • Cryotank Operation (+1 or +2)
    • First Aid (+2 or +4 - Counts As Half Points)
    • Zoology (+1)
    • Teaching (+1 or +2)
    • Mathematics (+1)
    • Genetics (+1 - Counts As Double Points)
    • Botany (+1)
    • Expert: Single Medical Specialty (+1 Or +2)
 

Business Programs Goto Top

You must pass 1 entrance exam for the business program. Roll a D10 + INT + (1/2 (EMP + LUCK)) + Education & Gen Knowledge. You need a 20 for either program.

Select Only One Program. NOT Cumulative With The Other Programs Of This Type

2 Year Program

Requirements:

  • Pre-Requisite: High School Or A General Education Program.
  • 2 Years On Your Lifepath
  • 4 Pickup Skill Points.

Skills Obtained:

  • Resources (+1) (corporate characters only)
  • Stock Market (+1)
  • Business Sense (+1)
  • Education & Gen Knowledge (+1)
  • Accounting (+1)
  • Human Perception (+1)
     

4 Year Program

Requirements:

  • Pre-Requisite: High School Or A General Education Program.
  • 4 Years On Your Lifepath
  • 10 Pickup Skill Points.

Skills Obtained:

  • Resources (+2) (if not a corp, add +1 to business sense instead)
  • Business Sense (+2)
  • Stock Market (+1)
  • Education & Gen Knowledge (+2)
  • Accounting (+2)
  • Oratory (+1)
  • Wardrobe & Style (+1)
  • Human Perception (+1)
  • Social (+1)
  • Expert: Business Law (+1) OR Expert: Company Procedures (single company) (+1)
 

Art Programs Goto Top

This program is open to anyone with the time and money to take it.

Select Only One Program. NOT Cumulative With The Other Programs Of This Type

1 Year Program

Requirements:

  • 1 Year On Your Lifepath
  • 3 Pickup Skill Points.

Skills Obtained:

  • Education & Gen. Knowledge (+1)
  • Choose A Total Of +3:
    • Paint or Draw (+1)
    • Photo & Film (+1)
    • Play Instrument (+1)
    • Perform (+1)
    • Charismatic Leadership (+1) (rockers only)
    • Oratory (+1)
    • Language (any one) (+1)
    • Dance (+1)
       

2 Year Program

Requirements:

  • 2 Years On Your Lifepath
  • 6 Pickup Skill Points.

Skills Obtained:

  • Education & Gen Knowledge (+2)
  • Choose A Total Of +7:
    • Paint or Draw (+1 or +2)
    • Photo & Film (+1 or +2)
    • Play Instrument (+1 or +2)
    • Perform (+1 or +2)
    • Charismatic Leadership (+1 or +2 - Rockers Only)
    • Oratory (+1)
    • Language (any one) (+1)
    • Dance (+1 or +2)
    • Composition (+1)
 

Computer Programs Goto Top

You must pass 1 entrance exam for the computers program. Roll a D10 + INT + (1/2 (TECH + LUCK)) + Programming. You need a 20 for the 2 year program, or a 24 for the 4 year program.

Select Only One Program. NOT Cumulative With The Other Programs Of This Type

2 Year Program

Requirements:

  • Pre-Requisite: High School Or A General Education Program.
  • 2 Years On Your Lifepath
  • 6 Pickup Skill Points.

Skills Obtained:

  • Programming (+2)
  • Education & Gen Knowledge (+2)
  • System Knowledge (+1)
  • Composition (+1)
  • Library Search (+1)
  • Interface (+1) (netrunners only)
     

4 Year Program

Requirements:

  • Pre-Requisite: High School Or A General Education Program.
  • 4 Years On Your Lifepath
  • 12 Pickup Skill Points.

Skills Obtained:

  • Programming (+4)
  • Education & Gen Knowledge (+3)
  • System Knowledge (+2)
  • Composition (+2)
  • Library Search (+1)
  • Interface (+2) (if not a netrunner, add +1 to any other skill in this package instead)
  • Mathematics (+1)
  • Cyberdeck Design (+1)
  • Basic Tech (+1)
 

Journalism Programs Goto Top

You must pass 1 entrance exam for this program. Roll a D10 + (1/2 (INT + LUCK)). A 15 is required for this program.

2 Year Program

Requirements:

  • 2 Years On Your Lifepath
  • 5 Pickup Skill Points.

Skills Obtained:

  • Credibility (+2) (if not a media, +1 on any other skill in this package)
  • Interview (+1)
  • Expert: Press Rights (+1)
  • Photo & Film (+1)
  • Know Language (any one) (+1)
  • Composition (+1)
  • Education & Gen Knowledge (+1)
     

PhysEd Programs Goto Top

This program is open to anyone with the time and money to take it.

2 Year Program

Requirements:

  • 2 Years On Your Lifepath
  • 5 Pickup Skill Points.

Skills Obtained:

  • Education & Gen Knowledge (+1)
  • Athletics (+2)
  • Martial Arts (any one) (+1)
  • Endurance (+1)
  • Strength Feat (+1)
  • Expert: Physical Fitness (+1)
     

Police Academy Programs Goto Top

This program is open to any Cop with a High School Diploma.

1 Year Program

Requirements:

  • Only Available To The Cop Role.
  • Pre-Requisite: High School Or A General Education Program.
  • 1 Year On Your Lifepath
  • 3 Pickup Skill Points.

Skills Obtained:

  • Authority (+1)
  • Expert: Police Procedures (+1)
  • Expert: Law (+1)
  • Choose A Total Of +2:
    • Handgun (+1)
    • Brawling (+1)
    • Melee (+1)
    • Interrogation (+1)
    • Athletics (+1)
       

Educational Costs Goto Top

With the exception of Highschool, all of these programs cost something. Police Academy is a special case, but for the others, you gotta come up with cash.

Your Options Are:
 
Financial Aid:
Yep, this is still available in the '20s, but it ain't easy to get. Roll a D10 + INT + LUCK + Education & Gen Knowledge. You need a 25 for full scholarship/grant. An 18 will get you student loans. You get one financial aid roll at the beginning of each program you take. If successful, you get the financial aid you qualified for for the full duration of the program. If you fail, you cannot try again for financial aid for that program. For every year of student loans you take, you must repay 50eb per month for 10 years after you finish school. (5 years of student loans means 250eb/month, NOT 50eb/month for 50 years)
 
Work For It:
You can work for education money. If you choose this option, it takes one year longer to complete the program. Alternatively, you can complete it in the normal time, but with decreased results. If you choose this option, remove 11 - INT points from the skills earned in the program, as you don't have enough time to for your studies and employment.
 
Sell Out To A Corporation:
Some corps will pay for your education, and guarantee a job when you finish. If you take this option, the corp chooses what skills you take wherever there is a choice available within your program, and you have a 5 year contract with them for every year of education they paid for.
 
Military Service:
For every 2 years of prior military service in the us armed forces, the government will pay for 1 year of education. Service in other military organizations may qualify for similar benefits at the GM's discretion.
 
In The Case Of Police Academy:
The department pays for it, but you have an 8 year minimum service contract when you graduate.
 
A Note On Skill Point Costs:
Normally, only pickup skill points can be spent on the education programs. However, in the event that a character has too few pickup skill points remaining for the program, they may spend career skill points on it if, and only if, the package contains twice as many points in career skills for that character as the number of career skill points that character spends. The number of career skill points spent into a program may never exceed the number of pickup skill points spent into it.A character must apply all remaining pickup skill points to a program before any career skill points may be applied.

LifePath Goto Top

Student's live a somewhat different life than the average streetpunk. For each year on your life path for which you were in school, use the following LifePath tables instead of the equivalent tables listed in the CP2020 main rulebook. Any table not listed here uses the tables from the main rulebook.
 
Disaster Strikes! Roll A D10
1-2: Failed a class! Choose any one skill from your current education package, and reduce it by 1 point.
3-4: Expelled! You are expelled from the school, and may not continue education in the category of the program you were in at the time. If you were in the shortest version of any program, you gain none of the skills (but only spend one skill point). If you were in a longer version of your program, you take the highest version of the program you completed enough years for, but spend 1 extra skill point on it. (i.e., washing out in the 5th year of a 6 year medical program, you still get the 4 year program at +1 skill point cost)
5: Illness or Addiction! You have either contracted a serious illness, or become addicted to some drug (GM's choice, or 50% chance of either). Loose 1 point of either REF or COOL (D10, even = REF, odd = COOL). Additionally, if it is an addiction, roll 2D6 under your BODY, or you are still addicted.
6: Financial Disaster! You have to take time off from school to earn the extra money. Increase the time to complete your current program by 1 year. (If in Police Academy, you have a D10x500eb debt instead)
7: Accident! You were in some sort of horrible accident. Roll a D10. 1-4, you were terribly disfigured. Subtract D10/2 from your ATTR. 5-7, you were hospitalized for d10 months. If you roll 3 or more, take an extra year to complete your current program. 8-9, subtract D6/2 points from skills in your current program, due to lost study time. 10, you still have nightmares about the accident which cause you to wake screaming (7 in 10 chance each night).
8: Lover, friend, or relative killed. Roll a D10. 1-5, they died accidentally. 6-8, they were murdered by unknown parties. 9-10, they were murdered, and you're pretty sure who did it. Roll a second D10, 1-2, the guilty party has been arrested/charged with the crime. 3-4, the guilty party has been charged, but remains at large. 5-9, no charges have been made. 10, the cops think you did it!
9: False Accusation! Roll a D10. 1-2, the accusation is theft. 3-4, accused of cheating, and expelled from one class. Reduce 1 skill in your current package by 1 point. 5-6, accused of cowardice. 7-8, accused of murder. 9-10, accused of rape.
10: Mental or Physical Incapacitation. Roll a D10. 1-3, it's some type of nervous disorder, probably from bioplague-- Loose 1 point of REF. 4-7, it's some kind of mental problem. You suffer from anxiety attacks, and/or phobias. Loose 1 point from COOL. 8-10, it's a physical problem. You suffer from shakes, or the effects of some debilitating illness. Loose 1 point from BODY.
 
You Get Lucky! Roll A D10
1: You excel at your studies! Finish your current program 1 year ahead of schedule, or, if this is your final year, add +1 to any two skills in your current package.
2: Financial Windfall! If you are working your way through your current program, you needn't spend the extra year. If you are already in the final year, or paying by other means, you gain D10x200eb.
3-4: Join a Martial Arts/Fencing club on campus. Add +1 to any martial arts, fencing, or Melee skill, or begin one of these skills at +2.
5-6: You are a 'teachers pet'. One of your teachers takes a special liking to you. Add +1 to any skill in your current package.
7: Make friend with an intern in the City Government! Roll a D10. 1-4, they're in the police department. 5-7, they're in the DA's office. 8-10,They're in the mayors office.
8: Join an 'Outdoor Sports' club on campus. Add +1 to Wilderness Survival, Athletics, Swimming, or Endurance.
9: A local boostergang has decided they like you (you have no idea why). You may call upon them for one favor/month as if you had a gang rank of +2, but don't push it, or you may find yourself on the wrong side of your 'friends' hardware.
10: Find a Combat teacher! Add +1 to any weapon skill except Martial Arts or Fencing, or start a new skill at +2
 


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